Crushing Combat

Crushing Combat

A sword will make a man bleed, but a hammer will break their bones. Bludgeon your enemies with mace, club, or hammer. Break their weapons and crush their armor. Strike with all the fury of the earth, and watch them tremble.


Crushing combat focuses on weapons that deal bludgeoning damage, and uses the keyword Crush as it's primary methodology. As long as this sub-domain has been learned, the wielder is always assumed to be trained when using weapons with the bludgeoning damage type.

   

Effect

Keyword: Sunder

Sunder focuses the strike of the weapon on the equipment of the target, as opposed to the target itself. Because of this, some of the defensive benefits of the armor do not come into play. Once the armor is gone, what's left is rather squishy.


  • Modifies [Target] options to [equipable objects].

  • Ignores mitigation modifiers except Hardness and bludgeoning DR

  • Damage is calculated according to the rating of the ability

  • All damage is applied directly to the targeted object.

  • Applies Damaged or Broken depending on remaining equipment durability.



 

Keyword: Smash



Smashing things that don't jump out of the way is always easier. Smash targets furniture and structural objects, as opposed to enemies in armor. On a successful strike action, smash deals crushing damage to the target.


  • Modifies [Target] option to [Non-equipable Object].

  • Damage Type is Bludgeoning.

  • Smash ignores any mitigation modifiers other and Hardness and bludgeoning DR.

  • All damage is applied to the target's durability.



Keyword: Slam



There is no valor in killing. When they are on the ground is the perfect time to finish them off. Slam attacks target prone creatures, dealing devastating damage that leaves them senseless.


  • Slam modifies the [Target Creature] option to either a [ground location] or [prone Target creature].

  • Direct damage of Slam is calculated at the rating of the ability.

  • On a successful strike, target creature gains the Stunned status.





 

Keyword: Knockback



Knockback delivers the strike in a fashion intended to knock the target in a specified direction.


  • Knockback does not add any additional direct damage.

  • Differences in size categories between the wielder and target modify the distance a target will potentially be knocked back.

  • If the target collides with an object, the number of tiles not moved is applied as an efficiency bonus to the Collision calculations.

  • Knockback impact is equal to (Efficacy - Size Difference) * 5ft per Range rank.



Keyword: Stomp



When they are watching your weapon, they aren't watching your feet, and it's damn hard to dance with broken toes. The wielder stomps on the target's foot, decreasing their movement speed by half for the duration indicated by the rating.


  • Any use of this keyword is treated as a Called Shot.

  • This effect only triggers if the damage dealt exceed's the target's mitigation.

  • Applies the Hobbled



Parent Chakra: Associated Rules:  

Comments

Please Login in order to comment!
Powered by World Anvil